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Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 11:27
by hokomoko
That's not nice, let's make a civil discussion of voxel (yes?) based maps.
Super_Mario, how are you planning to implement it in the engine.
In particular how are you planning to solve all
dependencies on the GetGroundHeight calls?
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 14:53
by Orfelius
I am just here to correct you Gajop.
Neither Europa Universalis nor any Civilization game ever used spherical maps. These all are being played on folded 2D maps.
And I would argue about adding depth when using spherical maps. I would even state that it is the single most interesting aspect of PA altogether.
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 15:22
by MetalSucker
https://www.youtube.com/watch?v=v-KjSgypcuI
PA is not revolutionary.
Bridges, caves, etc, can be done with several heightmaps that share common regions, large 'transparent' areas that are filled with eye candy to make it feel 3d. I think it's important to separate "3d maps" from having a simple way to handle layers, because a true 3d map would allow for such things as having a spider-like unit that can stay upside-down on the top of an arch and handling ceilings, that makes gameplay pretty confusing.
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 15:37
by Anarchid
Didn't populous also have a cylinder map, warped to look like a sphere, while not being one?
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 15:45
by Google_Frog
Before you could even start trying to make 3D maps you would have to remove a lot of inbuilt assumptions from the engine.
Anarchid wrote:Didn't populous also have a cylinder map, warped to look like a sphere, while not being one?
Yes. It is a torus with view distorted
such that it looks like a planet.
Demonstration:
https://www.youtube.com/watch?v=uNbdfghDFHI
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 15:54
by smoth
Not this shit again!
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 16:03
by Anarchid
That video even has a NeonStorm comment. Onwards! Glory!
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 19:33
by Super Mario
gajop wrote:I assume he meant voxel, and also that you realized that yourself :p (Ah silentwings beat me to it)
Implementing a true voxel map - one that allows for bridges/caves - would present the same difficulties as making a fully 3D one would (rewriting the pathfinder, movement and physics).
A simplified version where you just had discreet (step-wise) terrain height is already mostly doable if you ignore the texture rendering issues at such angles. Consequently that's the only thing that would need to be written.
PicassoCT wrote:and as we saw in planetary annhilation.. it doesent really add to the gameplay..
Oh, but maybe those maps make sense in some other cases. It works well in Civ5 and EU4, although in both cases maps are just wrapped around (not actually 3D). It would certainly be useful for any attempt at making planet simulators.
I just don't think that games have to make use of all features of the engine.
They are games that rely on terrain deforming mechanics (most noticeably zero-k for example). I suggest that for backwards compatibility sake.
FFS I suggest using the bounty feature so we can stop relaying on half ass solutions merely because they are "easy" to implement.
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 19:37
by Super Mario
hokomoko wrote:That's not nice, let's make a civil discussion of voxel (yes?) based maps.
Super_Mario, how are you planning to implement it in the engine.
In particular how are you planning to solve all
dependencies on the GetGroundHeight calls?
Who says anything about me implementing it? Do you really want ME to implement it?
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 19:38
by Super Mario
Also no I'm not talking 3d as in PA 3d planet maps. I'm talking about maps that have bridges and caves and such.
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 19:59
by Silentwings
I suggest using the bounty feature so we can stop relaying on half ass solutions merely because they are "easy" to implement.
Equally, the problem with using a bounty for this is that it would be a
huge amount of work and is not a self contained project that can be easily branched & merged back in. But the first question to solve there; is anyone actually interested in implementing it for given bounty.
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 20:22
by Super Mario
Silentwings wrote: I suggest using the bounty feature so we can stop relaying on half ass solutions merely because they are "easy" to implement.
Equally, the problem with using a bounty for this is that it would be a
huge amount of work and is not a self contained project that can be easily branched & merged back in. But the first question to solve there; is anyone actually interested in implementing it for given bounty.
No question about the difficulty part, but what other options do you have in mind if you think using a bounty isn't the way of doing this?
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 20:26
by hokomoko
Super Mario wrote:hokomoko wrote:That's not nice, let's make a civil discussion of voxel (yes?) based maps.
Super_Mario, how are you planning to implement it in the engine.
In particular how are you planning to solve all
dependencies on the GetGroundHeight calls?
Who says anything about me implementing it? Do you really want ME to implement it?
I assumed that's why you posted.
How much did you plan to contribute then?
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 20:53
by Super Mario
hokomoko wrote:Super Mario wrote:hokomoko wrote:That's not nice, let's make a civil discussion of voxel (yes?) based maps.
Super_Mario, how are you planning to implement it in the engine.
In particular how are you planning to solve all
dependencies on the GetGroundHeight calls?
Who says anything about me implementing it? Do you really want ME to implement it?
I assumed that's why you posted.
How much did you plan to contribute then?
I post so we could start talking about it. (it's in the title.)
Contribute to what?
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 20:57
by Silentwings
what other options do you have in mind
None, I don't think there is a good option here.
Contribute to what?
Anything related to your intial post.
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 21:01
by Super Mario
Silentwings wrote:what other options do you have in mind
None, I don't think there is a good option here.
Contribute to what?
Anything related to your intial post.
TBH I don't know the answer to the questions that I have ask.
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 21:19
by hokomoko
So if you didn't plan to put funding/code/time towards this, why do you think anyone else would?
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 21:36
by AF
Have there been any recent advances in planet maps? I heard Populous had spherical worlds? What about bridges?
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 22:27
by smoth
hokomoko wrote:So if you didn't plan to put funding/code/time towards this, why do you think anyone else would?
because he is an "idea guy," generally I think I had him on my ignore list for a year because he used to make WAAAAAAAAAAAAAY dumber suggestions. Generally he comes in with somewhat random ideas posts them to see if anyone is interested. At least he isn't as pretentious about it as some of our past idea guys but generally, this is his *thing*
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 22:55
by Super Mario
hokomoko wrote:So if you didn't plan to put funding/code/time towards this, why do you think anyone else would?
I didn't say that, stop putting words in my mouth please.
Edit: I do not see how you got the impression that I wasn't going to help at all. It seems like you trying to give excuses, by making this all about me.